From Fantasy to Reality: Inside the World of Dungeons and Dragons at RHS
Dungeons and Dragons is a fictional role-playing game created in 1974 by Tactical Studies Rules Inc. Players form an "adventuring party" and embark on fictional quests in fantasy worlds. The game has no winner but does have various roles and levels a player can fall into, including the referee, such as the Dungeon Master.
As the game popularly interests many of the students at Riverbend, it is only fitting that a club has been created to fulfill this passion. Having been around for several years, the club has seen many faces and started many strong friendships.
With a consistent attendance of around 40 students at each meeting, delight in and commitment to the club can be clearly recognized. Some students of the DND club are not involved in any other extracurriculars, and this club gives them a place to engage with others with similar interests. Other students are involved in several other extracurriculars, but the DND club allows them to be involved in a slightly different type of activity.
Jennifer Price, the DND club advisor for two years, says, "I love watching the students engage in cooperative storytelling and problem-solving."
The club is open to any student, whether a beginner or avid DND player, who simply wants to grow their interest in the game. RHS sophomore and DND club treasurer Mia "Mo" Seitz says, "The club is very welcoming of newcomers; if you just want to go, you just need to sign up or email the sponsors." Price says, "We've had students without experience walk in and just start playing. Everyone helps the beginner."
The students form different, smaller groups who work together to partake in various adventure crusades, known as campaigns, exploring distinct aspects of the fantasy world, from minions to haunted mansions.
Additionally, the club members sometimes meet on the weekends for parties and "weekend one-shots," where the members can further connect and delve into the game as they spend several hours venturing through a single campaign.
A significant positive aspect of the club is the community it creates and the friendships it causes to flourish. Club vice president and three-year member Katherine "Kate" Hurley says, "I've made a couple of friends here, and I'm sure other members have as well." She goes on to say, "I wouldn't have an opportunity to play D&D without it," furthering the importance of the club's aspect of giving students access to different activities than they may normally be exposed to.
Seitz comments on her experiences with the club's community: "In my personal experience, I've met people I wouldn't have usually met on regular terms."
The club has also helped many of its members in additional areas of their education and school life, as some teachers have particularly noticed specific improved skills. Price says, "I've seen the confidence level and leadership skills really grow… Members also reflect the school's neurodiverse population, and I have had some teachers tell me of the impact and growth in the classrooms, especially in writing and narrative skills."
Though this club focuses on a non-academic game, it still provides many benefits in the members' social and school lives.
Price culminates in saying, "It can take a while to find a group to gel with, but then those groups stick together… They are creating a shared experience and history."